Class SceneClutter
Namespace: ValveResourceFormat.Renderer
Assembly: Renderer.dll
Instanced aggregate for the instances of a WorldNode.ClutterSceneObject that share a tint. A compute pass picks the instances to draw each frame by their screen size.
public sealed class SceneClutter : SceneAggregateInheritance
object ← SceneNode ← SceneAggregate ← SceneClutter
Inherited Members
SceneAggregate.RenderMesh, SceneAggregate.Fragments, SceneAggregate.IndirectDrawByteOffset, SceneAggregate.IndirectDrawCount, SceneAggregate.CompactionIndex, SceneAggregate.InstanceTransforms, SceneAggregate.CanDrawIndirect, SceneAggregate.AllFlags, SceneAggregate.AnyFlags, SceneAggregate.LodSetups, SceneAggregate.LodSetupBase, SceneAggregate.SetInfiniteBoundingBox(), SceneAggregate.LoadFragments(KVObject, Matrix4x4, WorldNode?), SceneAggregate.Update(Scene.UpdateContext), SceneAggregate.IsFragmentInActiveLod(SceneAggregate.Fragment), SceneAggregate.GetSupportedRenderModes(), SceneNode.Tint, SceneNode.Alpha, SceneNode.TintAlpha, SceneNode.Transform, SceneNode.LayerName, SceneNode.LayerEnabled, SceneNode.Visible, SceneNode.BoundingBox, SceneNode.LocalBoundingBox, SceneNode.Name, SceneNode.Id, SceneNode.IsSelected, SceneNode.IsPointMarker, SceneNode.Flags, SceneNode.AdditionalFlags, SceneNode.RenderPasses, SceneNode.UpdateBuffers(Camera), SceneNode.Scene, SceneNode.KeepsMarkerSize, SceneNode.Parent, SceneNode.Children, SceneNode.ParentAttachment, SceneNode.LocalTransform, SceneNode.SetParent(SceneNode?, string?, Matrix4x4?), SceneNode.GetChildFrame(string?), SceneNode.UpdateHierarchy(Scene.UpdateContext), SceneNode.EnvMaps, SceneNode.ShaderEnvMapVisibility, SceneNode.LightingOrigin, SceneNode.OverlayRenderOrder, SceneNode.CubeMapPrecomputedHandshake, SceneNode.LightProbeVolumePrecomputedHandshake, SceneNode.LightProbeBinding, SceneNode.EntityData, SceneNode.EntityInstance, SceneNode.Update(Scene.UpdateContext), SceneNode.Simulation, SceneNode.Render(Scene.RenderContext), SceneNode.GetSupportedRenderModes(), SceneNode.SetRenderMode(string), SceneNode.Delete(), SceneNode.GetCameraDistance(Camera)
Constructors
SceneClutter(Scene, Model, string, float, float, Instance[])
Initializes a clutter node.
public SceneClutter(Scene scene, Model model, string materialGroup, float beginCullSize, float endCullSize, SceneClutter.Instance[] instances)Parameters
scene Scene
Owning scene.
model Model
Model every instance draws.
materialGroup string
Material group (skin) of the model, empty for the default.
beginCullSize float
The clutter object's begin cull size.
endCullSize float
The clutter object's end cull size.
instances SceneClutter.Instance[]
The instances to draw.
Properties
BeginCullSize
Gets the screen size fraction below which instances start to fade out.
public float BeginCullSize { get; }Property Value
float
EndCullSize
Gets the screen size fraction below which instances are no longer drawn.
public float EndCullSize { get; }Property Value
float

